So i've been having some trouble figuring out how to solve this lightmap issues, i've tried increasing the lightmap resolution, tweaking around the uvs (even though these are mostly just plane uvs) and i can't seem to solve it.
I use OBJs with 3rd party software for ease of use uv-unwrapping and such. There are also many senarios where an OBJ format can come into play like old models you had exported to obj and then say your hard drive messed up and you have a bunch of OBJ's as the only copy and the normals are locked on them. Imagine if the said…
Please post what your issue was and how you were able to solve it. Saying 'issue solved' doesn't help anyone else who might have encountered the same issue.
I am starting to think art is about problem solving and nothing else. ie finding the right way to make something look good is like solving an advanced crossword puzzle
Solved the problem by setting the "format" in the options for the texture to "truecolor". Note to self: please try the basic settings first before taking to strange religious practices to try and solve the problem, thanks.
Particle Editor solved!! You must have installed Alien swarm, and Alien Swarm - SDK, it is just only one game that you can load particles, need to solve that QC
Thanks for the reply almighty_gir. The problem has been solved by now. Somehow maya made an objectSet for the model, and therefore making it two models in one. By deleting this object set, the problem was solved
So I solved this with breaking the mesh into multiple pieces. It wont solve my problem completly, as one ca't separate huge models such as train,etc., but it helped me for now. Thank you
thanks people! the problem has been already solved, my friend was importing all meshes with more than 64k vertex so strange stuff was happening there, but that is solved! thanks again for the help!
so figured out a resonable workflow for making boots/shoes etc. could still optimise the final boot baking mesh further, but works ok obviously the panels just get removed for the final bake, as they are all non destructive. slightly high poly, but ok for modern hardware I think will then do a substance pass , adding…